#v5 homebrew
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'Did y'all know urine is filtered blood? Now you do. Take this knowledge and feed it to the next kindred who pisses (pun intended) you off. They'll thank you for it.'
BABY'S FIRST HOMEBREW and it's Level Three Thinblood Alchemy. I really wanna make more, so if you have any cool TBA you wish existed, lemme know and we can crank it out!
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Lothar getting their hair dyed by their Tzimisce Sire, Frank
My ST and I agreed on a homebrew page for Kiasyds and they permanently get white or grey hair after their embrace, so-
Frank later dyes Lothy's hair! :3
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THE TZIMISCE LORESHEET IS HERE!
HI ALL! I know I kind of disappeared off the face of the earth, but I wanted to let you know that the Tzimisce loresheet is here and available on Storyteller's Vault! Featuring art from the amazing Beth The Bard (seriously, check her out she's awesome), body horror, and literary references galore (though you don't need to be familiar with Kafka's works to enjoy) this loresheet is my love letter to our favorite fiends and Franz K. himself. Hopefully it will be the first of many VTM works I publish.
If you pick up a copy, please do let me know what you think of it and if you plan to use it in any upcoming chronicles. Additionally, thank you all for your continued support. It truly means the world ❤️
#fang formulas#vtm v5#vtm#world of darkness#ttrpgs#vampire the masquerade#vampire the masquerade v20#vampires#tzimisce#homebrew#loresheet#character concept#ny by night#la by night#camarilla
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Jesse would have Lure of Flames if my chronicle wasn't V5... If only...
#also the 1st dot of Path of Transmutation#I've homebrewed a ritual for him based on that one but it's not the same#I started in Revised where BH don't have Thaumaturgy but V5 got me so fucking used to it I can't go back#Jesse Steele#Banana rambles#I know about Dur An Ki and the other BH stuff that's not what I mean
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Camarilla Traditional Code (VTM Homebrew)
Preamble
In recognition of the ever-changing nights and the need to adapt our ancient ways to the modern age, we, the Kindred of the Camarilla, hereby present an updated and clarified version of our sacred laws, the Camarilla Traditional Code. This revised codification aims to dispel any ambiguity that may have arisen over the centuries and to ensure that these guiding principles are adhered to by all Princes and subjects under the banner of the Camarilla henceforth.
May they serve as a reminder of our collective responsibility to protect the secrets of our kind and to respect the traditions that have guided us through the ages.
So it is written, and so shall it be embraced by all Princes and subjects under the Camarilla. As we navigate the landscape of the modern nights, let these updated traditions be etched into the core of our existence, shaping the future of our society.
(This is definitely a violation of Article I, Section 2.)
Article I: The Masquerade
Section 1. Masquerade Obligation
All Kindred shall steadfastly adhere to the sacred principle of the Masquerade, diligently concealing their true nature from kine at all times. The existence of Kindred shall remain hidden from the eyes of humanity. Any action that jeopardizes the Masquerade or compromises the secrecy of our society shall be considered a grave offense, subject to severe consequences as determined by the local governing authority.
Section 2. Media Exposure
No Kindred shall willingly or inadvertently reveal their vampiric nature to media or public forums. Any communication with human media must be conducted with utmost caution, ensuring that our existence remains a closely guarded secret. Media exposure poses a profound threat to the Masquerade and shall be met with swift and decisive action to rectify the situation and safeguard our society from undue scrutiny.
Section 3. Human Relations
Kindred shall exercise extreme prudence in their interactions with kine, refraining from any actions that could arouse suspicion or jeopardize the Masquerade. Emphasis shall be placed on cultivating responsible and discreet feeding practices to minimize breaches to the Masquerade.
Section 4. Judicial Punishment
The local governing authority, under the guidance of the Prince and the Primogen Council, shall administer justice for violations of the Masquerade and related offenses. A transparent and fair judicial process shall be followed, affording accused Kindred the opportunity to defend themselves and present their case. Punishments may include exile or the Final Death.
Article II: The Domain
Section 1. Rights of the Property Owner
The Prince, as the ruling authority of a city, shall possess the inherent right to claim and govern the territory under their control. The Prince's authority over the domain shall be recognized and respected by all Kindred within the city. The Prince holds the power to enforce the Traditions, maintain order, and protect the Masquerade within their territory.
Section 2. Responsibilities of the Property Owner
The Prince, as the owner and sovereign of the property, shall bear the burden of ensuring the safety and welfare of the Kindred within their city. They shall strive to foster an environment conducive to peaceful coexistence, where the Masquerade is upheld, and conflicts are resolved through just and impartial means. The Prince shall also facilitate communication with the Primogen Council and uphold the principles of transparency and accountability in their governance.
Article III: The Progeny
Section 1. Approval of Embrace
The act of creating new kindred, known as the Embrace, shall be subject to the explicit approval of the local governing authority, represented by the Prince or designated representative. No Kindred shall undertake the Embrace without securing the necessary consent and authorization. Prospective sires must demonstrate their adherence to the Traditions, their commitment to safeguarding the Masquerade, and their ability to mentor and guide their progeny responsibly.
Section 2. Illegal Progeny
Any Kindred created without the appropriate approval, or in violation of the Embrace Tradition, shall be deemed an illegal progeny. The sire of an illegal progeny shall be held accountable for their actions and shall face severe consequences as determined by the local governing authority. Additionally, the illegal progeny themselves may be subject to disciplinary measures, including potential Final Death, for their transgression.
Article IV: The Accounting
Section 1. Period of Custody
Upon the Embrace of a new Kindred, the sire shall assume custodianship of their childer for a specified period. During this initial period, the sire shall be responsible for the education, guidance, and integration of the fledgling into Kindred society. The length of this custody period shall be determined by the local governing authority, with consideration for the sire's experience, the progeny's readiness, and the prevailing circumstances.
Section 2. Childer Education
During the custody period, the sire shall impart essential knowledge and teachings to their progeny, including the Traditions, the importance of the Masquerade, and the responsibilities of being a member of the Camarilla. Emphasis shall be placed on fostering a sense of responsibility, ethical behavior, and respect for the established hierarchy and customs of our society.
Section 3. Responsibilities of the Sire
The sire shall bear the responsibility of monitoring their progeny's actions and intervening when necessary to prevent any breaches of the Traditions or reckless behavior. The sire shall be held accountable for the conduct of their childer during the custody period and shall be expected to instill a sense of loyalty, honor, and discretion in their progeny.
Article V: The Hospitality
Section 1. Guest Conduct
Kindred who enter the domain of another shall conduct themselves with utmost respect and deference to the laws and customs of the hosting city. Guests shall seek permission from the ruling Prince before entering and shall abide by all rules and regulations set forth by the local authority. Any violation of the host's hospitality or disruption of the peace within the domain shall be considered a serious offense, subject to appropriate punitive measures.
Article VI: Crimes Against Kindred
Section 1. Eldest Privilege of Blood Hunt
The eldest among us, often embodied in the ruling Prince, shall hold the solemn privilege of invoking the ancient rite known as the Blood Hunt. This powerful prerogative is to be exercised when a Kindred egregiously violates the Traditions or poses a significant threat to the stability and survival of our society. The call for a Blood Hunt marks the offender as a pariah, subject to ruthless pursuit, and potential Final Death.
Section 2. Murder of Kindred
The gravest crime within the Camarilla is the murder of another Kindred, a violation that shall not be tolerated. Any act that results in the Final Death of a fellow member of our society warrants an automatic Blood Hunt. The murderer shall be relentlessly pursued and, upon capture, face judgment that may lead to their own Final Death as retribution for their heinous act.
Section 3. Jurisdiction of Blood Hunt
Blood Hunts shall only be sanctioned and executed within the jurisdiction of the local governing authority, represented by the Prince or designated representative. No Blood Hunt shall take place beyond the boundaries of the city or region unless the local governing authority grants explicit permission. This ensures that such significant actions are conducted judiciously and without undue interference from external parties.
#world of darkness#vampire: the masquerade#vampire#vtm#camarilla#camarilla traditions#vtm v5#traditions#homebrew#vtm homebrew#vtm camarilla
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my special interest of not vtm in general but v5 specifically gives me psychic damage when reading Opinions augh
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Chimerstry standalone Discipline for V:tM V5
Here I am, back again with my bullshit. I am honestly stunned by the rythm I've been able to put these out, don't expect me to be that quick about it in the future (I have like, three clan clocks ideas languishing in a text file). I'd make Ravnos use Animalism / Chimerstry / Obfuscate for maximum "trickster" energy, but you can swap Obfuscate out for Fortitude and get back to their old spread.
As usual, commentary is in italics for copy-pasting convenience.
Chimerstry
These are not illusions, but hallucinations : they cannot be recorded, and will not deafen or otherwise overwhelm the senses of a victim. Hallucinations cannot appear to affect the surrounding reality - a flood won’t wash away cars parked in the street or pedestrians, and an explosion created with Fata Morgana will not cause any damage, hallucinatory or otherwise. A collapsing staircase won’t tumble anyone currently descending the staircase. A hallucination cannot make an existing thing disappear (like an hallucination of "silence" somehow covering your footsteps) although it may cover something up (a roar covering the sound of said footsteps). This means that in the event of an hallucination covering something up moving, the thing covered up by it must move with it or be revealed.
Vampires and other supernatural creatures have a chance to disbelieve the hallucination, but mortals can only do this if they have reason to suspect it to be fake. In both cases they roll Intelligence + Awareness against a Difficulty equal to the user's Chimerstry rating. A success means that the individual in question is no longer affected by the hallucination, and it effectively disappears for them.Â
If affecting a large crowd, roll a single dice per person instead : for every dice that shows a result equal or superior to the user's Manipulation + Chimerstry, a single individual disbelieves the illusion. Remember that such a crowd roll only happens if too many victims get a chance to disbelieve than can be comfortably (or quickly) rolled for - for four or five people, simply ask every player to roll for a given character.
Any attempt to interact with the hallucination will also cause it to lapse entirely, as everyone present will become aware of its unreal nature (as with the collapsing staircase example, if someone is using the staircase). Note that the use of this Discipline is not overt : even if the hallucination is revealed, it is not obvious from whom it originated. These hallucinations can never be recorded or transmitted (such as by using Ghost in the Machine).Â
Other rolls (such as Manipulation + Subterfuge) might become necessary in order to prevent victims from realizing something is wrong, like if for example the user is pretending to be someone they are not under a hallucinatory disguise.
By default, the five senses available for use by Chimerstry are Sight, Hearing, Smell, Touch and Taste. More "niche" senses, such as proprioception, can be unlocked by specific powers - such senses are considered too complex a manipulation for beginners to pull off otherwise.
A neat thing about making this a Discipline is that I can move all of this in the Discipline's description, rather than crowding out Fata Morgana's.Â
About removing the "no covering things up" aspect : if the player can see the victim, the victim might have already seen what the player wishes to hide. If it hasn't, then the PC could still hide it by other means anyway.
About "no making things disappear" : that's Obfuscate, get off the nosferatu's lawn. You can use distractions to sneak, or pretend to be a cardboard box, etc. but straight-up invisibility is not your turf. You can take Obfuscate anyway.
About making disbelief roll against Difficulty (Chimerstry level) : a single roll is twice as fast as making two. Keeping things fast and simple is really important, especially with a discipline as complicated as this one.
The crowd rule : this Discipline desperately needs a way to handle crowds easely. Putting this in the rules lets the player know in advance that they'll always have an easier time fooling one or a few people than a dozen, as in all things vampiric. The numbers might be fucky but I'd rather have something unbalanced or weird than something that takes fifteen hours. You could change it to Charisma + Chimerstry if a player wants to be a charismatic Ravnos rather than a tricksy one - it doesn't really matter, the player should just be able to reach a 5 or 6 pretty easily at character creation and max out at 10.
Parlor Trick (•)
The vampire is able to create brief but vivid hallucinations, distracting and drawing the attention of those affected. A hallucination can affect any single sense — it can be visual, audial, tactile, etc. — occurring long enough to make an impression before ceasing. The user decides on the specifics of the hallucination, though due to its brief nature it cannot convey more than something glimpsed for a moment or a voice heard for a couple of seconds (it cannot be employed to create a fake ID, for example, if the vampire intends to do more than flashing it at someone).
Is good power, won't touch it. The only change is clarifying the text to allow for more than distractions, in case someone wants to do a one-level dip into it - they should still be able to pull off shenanigans. Rules are in the V5 Companion, p. 25 under "chimerstry".
Fata Morgana (••)
The vampire can craft an elaborate hallucination, making any victims in their vicinity see, hear, and feel whatever the user can devise. From seeing and tasting a takeout container filled with maggots and rice to a thunderous torrent of reeking, rancid blood boiling out of the sewers, Fata Morgana causes witnesses to experience circumstances that just aren’t real.Â
Fata Morgana's hallucinations can affect up to the user's Chimerstry level senses at a time (so a vampire with Chimerstry 4 may choose up to four senses to affect every time they use this power).
Cost : One Rouse Check.
Dice Pool : Manipulation + Chimerstry vs (Believability)
System :Â The user makes a Manipulation + Chimerstry test against a Difficulty dependant on the believability of the hallucination - it might be 1 for innocuous or expected happenings, 3 for a sudden or surprising turn of events, and 5 for the utterly unbelievable or ridiculously unlikely. The vampire must be able to perceive any would-be victims directly.
These hallucinations otherwise behave as described by the Discipline's description, and can be disbelieved as ordinary.
Duration : One scene, or until disbelieved.
First off, making it level 2 : I feel that the combined limitations of # of senses, believability and number of victims is large enough of a nerf that it could be level one, except you couldn't do a lot with it and Parlor Trick is better in line with V5's general design of 'neat trick you can pull at level one'. So it's level two. Getting the thing early is always good, give your players more tools.
Number of senses equal to Chimerstry : it's better to have a fixed number for the player to toy around with. Given that you get more niche "senses" as Chimerstry progresses, it should make for interesting choices even at Chimerstry 5.
Making it about believability : the measuring stick of "not weird / very strange / ridiculous" for Difficulty 1 / 3 / 5 makes ruling this at the table convenient. Alongside already knowing how many senses the hallucination covers it should make FM use at the table quick and easy. It's also a neat thing where some hallucinations would be easier for a vamp to believe in than for a mortal - like, say, making it appear like an explosion didn't hurt you (one sense, visual, to overlay an image over yours, and then D1 or 2 for a vamp and D4 or 5 for a mortal).
Vertigo (•••)
The character learns the particular trick of affecting the brain's interpretation of the vestibular system : the often overlooked part of our brain that tells us that up is up and down is down. Being told by your own mind that you should be falling right now is often a disorienting experience.
Dice Pools : Charisma + Chimerstry vs Composure + Wits
Cost : One Rouse check per turn
System : When using this power, a vampire must choose one of the options below :
The vampire provoques a sudden lurch in the gut of anyone they can see, as if they were falling - their sense of balance is scrambled, and while simply standing is only a matter of continuing to do so, anyone running or balancing in a precarious spot must succeed on a roll of Dexterity + Composure vs the Ravnos's Charisma + Chimerstry or immediately fall. This effect entirely bypasses the effects of the Cat's Grace Celerity Discipline, although vampires that know it gain a bonus of two dice on their roll. A character that has fallen down may spend their action getting up and moving some, but any other action may suffer a one- or two-dice penalty accordingly.
The vampire may now affect a victim's balance when using Fata Morgana, in order to (for example) make a victim feel as if they were falling along with any other sensory hallucination of such. Doing so counts as adding a sense to the Fata Morgana hallucination, and is adjudicated using Fata Morgana's rules.
The vampire continually affects a single victim's sense of balance, giving them the impression of being thrown around by some invisible, intangible hand. Any Physical roll performed by the victim that would benefit from not being subjected to that particular experience is penalized by the Chimerstry rating of the user. The effect lasts a single turn by default, but it can be prolonged by spending another action manipulating the target.
Duration : Immediate or a single turn.
So this is the opening afforded by Chimerstry being retconned into hallucinations rather than illusions (hallucinations also play better with folklore, since mind tricks have been associated with vampires in a way that illusions just haven't). Gameplay-wise it's either niche (make people fall), a boring sidegrade (more FM creative use) or a debuff. Not great overall, but let's be honest the meat of this Discipline is Fata Morgana anyway - the rest is just bonus. It's also mostly me putting down rules for the two most common uses I can see coming from this power (making people fall or otherwise fucking with them) while keeping things relatively balanced and simple (single check or dice penalty). The debuff might be too strong (it can max out to minus 5 dice), but I feel that making it take your whole action just to inconvenience somebody makes it OK. ymmv.
Turn-about (•••)
While the more dramatic manipulations of someone's sense of balance have their place, Ravnos with a more delicate touch might find their interest drifting to this discipline : while there is not, properly speaking, a "sense of orientation", careful manipulation of the vestibular system's signals can lead to much the same result than affecting such a sense would.
Dice Pools : Manipulation + Chimerstry vs Composure + Awareness
Cost : One Rouse check
System : The vampire subtly manipulates the victims' sense of orientation, making sure that they become - and remain - hopelessly lost. The character must maintain awareness of their victims' position directly : they must be able to hear, see or even smell them by their own means, and not through cameras (or some sort of science-fiction smell replicator). Victims must succeed on a roll of Composure + Awareness vs the vampire's Manipulation + Chimerstry or be endlessly turned around, no matter how familiar they may be with their surroundings.
The vampire may attempt to lead any victim to a particular spot by constantly turning them towards it : doing so may impose a one- or two-dice penalty on the vampire's roll, depending on how convoluted the way there is.
The effect lasts for a scene, during which the vampire must maintain direct awareness of their victims, as described above.
Duration : One scene.
This is just fun. The truth is that there's only two situations where this discipline can be useful : either you're isolating someone, or you need to stall a group. But like... it's just fun. It can make the Ravnos really threatening in a subtle way : even if you know you're being fucked with, you can't really do much about it except stop moving and get ready for the inevitable ambush or reinforcements. It's a really good defensive measure if nothing else, and I imagine the Ravnos have a need for those.
The Monster Inside (••••)
Some Ravnos turn their particular talents towards more tricky senses : here, proprioception. While the knowledge of that particular sense is now widely spread, the Ravnos Clan has been affecting it for centuries. Affecting someone's somatosensory system to that extent is difficult, but its effects can be impressive.
Dice Pools : Charisma + Chimerstry vs Composure + Resolve
Cost : One Rouse check.
System : While an ordinary illusion can make the target believe they are being affected by something that doesn't exist, this power allows the vampire to make someone feel as if they are something that they are not. The target must succeed on a Composure + Resolve roll against the user's Charisma + Chimerstry or suffer a penalty to any physical action they undertake for the scene equal to the difference between the two rolls, as they - for instance - reach towards a weapon with a hand that simply does not exist.
This Discipline allows the vampire to affect a victim's proprioception when using Fata Morgana, in order to (for example) make a victim feel as if they had turned into a toad along with any other sensory hallucination of such. Doing so counts as adding a sense to the Fata Morgana hallucination. It may allow the hallucination to inflict "illusory" damage, in that the subject will feel hurt but won't be otherwise affected. This effect is adjudicated by Fata Morgana's rules, and does not inflict a dice penalty as described above - the effect is found only in the victim's reaction to the hallucination.
Duration : One scene.
Another kinda boring power that only shines in the way it affects Fata Morgana. Depending on your table there might be a conversation to be had around how they feel about having a dysphoria button in play - like it seems obvious to me so I didn't put it in the rules themselves but idk your life. Clearly separating FM and the dice penalty is important to maintain flow at the table : doing otherwise will create an endless drag of "oh and then there's this bonus and this penalty and..." that grinds play to a halt. The dice penalty might be unbalanced, in which case you can just take it out. Making someone believe you just ripped out their arm or grew them a tail is powerful enough.
Hall of Mirrors (•••••)
Dice Pool : Composure + Chimerstry.
Cost : Two Rouse checks.
System : Composure + Chimerstry vs Difficulty.
As per Fata Morgana, but without some of the restrictions. The Discipline can now affect subjects that are neither perceived by the vampire nor perceiving the vampire, and the hallucination may appear to affect the surrounding reality as the user wishes.
The "illusion" can be constructed as an area of effect hallucination that grows every time someone becomes aware of the area the "illusion" exists in - it is, in effect, a disease of the mind that is transmitted by becoming aware of the area the "illusion" covers.Â
Hall of Mirrors otherwise functions exactly like Fata Morgana does.
The vampire can maintain the "illusion" for a number of turns equal to their margin of success on a Composure + Chimerstry roll against a Difficulty determined by the believability of the events, after which the illusion falls apart. Every victim must be perceiving the same thing.
Remember that this is still a hallucination : none of this is really happening, and it may not cause the impossible. Utterly unbelievable events (not falling despite the ground disappearing, bumping into an object that you saw being washed away...) may still cause a victim to realize what is happening.
Duration : One turn per success (I recommend just making a pile of the dice showing a success and taking one out of the pile each turn).
Heck yeah. Become the master of their reality. So this is once again incredibly broken, with the limiting factors here being time and "disbelief". But hey, I've stated before that I'm fine with level 5 powers being very (too ?) strong. Victims still roll to disbelieve, so... feels fine to me. Another win for the "just remove limiters lol" school of design.
Final thoughts : a resounding "meh". So much text to read. Seven variants on "and they get a dice penalty". The only really fun power is Turn-about. That's the risk you take when you make something with the sheer versatility of "illusion spell", I suppose. Once again : not playtested, run at your own risks. If anyone ever plays using one of those I'd love to learn how it went.
You can find vicissitude and dementation here.
#vampire the masquerade#v:tm#vtm v5#vtm v5 homebrew#vtm v5 chimerstry#these are untested btw#“chimerstry” is such a fucking pain to write btw
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Account Masterlist
If you're looking for a specific page this is going to be the Masterlist for links to various avenues of this account. (Some things listed may not yet have links)
+ Kindred of Portland +
- Camarilla
- Anarchs
- Autarkis
- Thin-Bloods
+ Hierarchy/Politics +
- Political Overview
- Opposing Factions
+ Locations +
- Ideas for Elysium Locatison(s)
- District/Area Overviews
- Larger Areas of Note
+ General Story Overviews/Ideas +
- One Sentence One-Shot Ideas
+ Resources+
- Resource Page on my Tumblr - Digital Character Sheets (outgoing link) - World of Darkness (Paradox Interactive)official site
_____________________________________
Again, i'd just like to highlight that this is a work-in-progress project and will be slow to update. If you're a player/fan of VTM, local to Maine or just interested in the city and want bounce off ideas i'd love to hear them. I'm doing this project sort of backwards and sideways as a self-exposer to the WOD and VTM as a whole. Anyways... until next time. :-)
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Posting these as I haven't before (on Tumblr), but for those interested in V5 and aren't opposed to the sporadic need for homebrew. I write some Storyteller's Vault stuff.
Blood and Country was my first and is basically "But what if rural vampires?" as well as a completely relaxed and not at all emotional, personal fuck you to White Wolf's god awful lore around Australia, which comes in the form of werewolf-hunting Aboriginal vampires.
Call to Lineage = a bunch of loresheets related to vampiric lineage.
A Life of Blood = quality of life homebrew stuff. Ever expanding document.
Unliving Cities = a "how to build your cities" book with tables, and breakdowns of the ways in which certain laws/sects affect WoD cities.
Baali Apostates = the Baali, but in V5, they're spooky and parasitic in a way that makes their threat appropriately uncomfortable.
Tzimisce Reshaping the Clan = another passion project of just re-writing clan Tzimisce in V5, because sadly they were done dirty, including speculative lore continuation, discipline changes, loresheets, loose Revenant rules, etc.
Currently working on a new supplement for diablerie, because it is my absolute favourite thing in WoD ever, and the temptation to eat other vampires for the sake of personal power and pleasure is just so fun!
#vtm#vampire the masquerade#vamily#tzimisce#storytellers vault#stvault#baali#V5#storytellersvault#australian
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vtm character scouting guide
this blog currently uses v5 of Vampire: The Masquerade. more editions and splats may come in future. no homebrew will be used at this time.
these characters are made by hand by a sapient, fleshy adult humanoid who is occasionally busy. some parts are randomised with dice. vtm is a special interest that the mod has indulged for over a year, but they do not know everything, and they are not a machine. please keep in mind that full character sheets will take the longest.
if you would like options within a range, state all options within the range (e.g. fledgling/neonate/ancilla). if you do not specify a range, within a category, it will be assigned at random as necessary.
MANDATORY:
aspects: full character sheet (FCS) (includes everything) | attributes & notable skills (ANS) | Discipline Powers (DP) | predator type (PT) | advantages & flaws (AF) | name (N) | physical appearance (PA) | biography (BIO)
OPTIONAL:
species: kindred/lick/vampire/cainite | ghoul | kine/human
gender identity: [specify gender identity here]
age: fledgling | neonate | ancilla | elder | methuselah | [specify apparent age range and/or ghouled age range here]
location: [specify city or country here]
clan: [specify clan or lack thereof here]
sect: camarilla | anarch | sabbat | independent (hecata) | autarkis
status: prince/baron/archbishop | seneschal/primogen/councilmember/bishop | sheriff/scourge/templar | harpy/sweeper
toggles: antitribu on (AT ON) | rare bloodlines on (RB ON) | loresheets on (LS ON)
additional notes: [any additional things the mod should know, such as restrictions or character relationships]
thank you for reading. you may now send your scouting ask.
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Viva Vendetta is finally starting up again after a bit of a hiatus (due to me moving house)
What is Viva Vendetta?
We are an MMO-style play by post discord server, using Vampire: the Masquerade V5, run by one Storyteller and a mod (who also plays), centered around the city of Freiburg. The "Vendetta" part hails from the PBP's history - we started in Vienna, were overrun by Freiburg, and then took their Domain in revenge.
The city is ruled by a (heavily adapted) Prince Mithras, The Maestro of Europe, and a Samedi Anarch Baron, all somewhat working together. (There's also Sabbat. But we don't talk about the Sabbat.) Now, the story starts up again with loyalists of the former Nosferatu Prince, the grief for a lost home infested with Second Inquisition, and plenty of V.tM-typical political shenanigans ready to be explored.Â
What we offer:
- an active, immersive story
- an obsessive Storyteller who has no life (I do. But we don't talk about that either)
- up to three active characters per player
- Homebrew v20 ports of Disciplines
- Custom Loresheets!
- Generous XP awarding
- emotional damage
Join here! https://discord.gg/YNUQ9f3K43 (Please only pick one faction upon joining, we'll sort the rest out during character creation)
Cover made by the wonderful, sexy, brilliant @chaebolheir <3
#vtm#v:tm#vampire the masquerade#vampire: the masquerade#wod#world of darkness#vamily#vampire#vampires#ttrpg discord#vtm discord
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I like it more now
Previously the vibe was missing imo
Darker shadows and an overlay was needed.
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"Cool, WoD now lets you generate character sheets! Let's see what they have for Tzimisce!"
"I don't know what I fucking expected."
Anyway here is a prior post on why V5 Tzimisce annoy the living shit out of me, some thoughts on the Tzimisce as a clan of contrasts, some ranting about the importance of Auspex (in my last reply), and, if you're as annoyed as I am on how the Tzimisce have been handled, my V5 homebrew that re-replaces Dominate with Auspex and talks about the importance of being the Clan of Shapers, V5.
*Standard disclaimer that if you like V5 Tzimisce, that's absolutely fine, you do you, but I'm distinctly disgruntled about how they took everything I loved about the clan and just. Ditched it.
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I like V5 but brb going to make out with my old faithful Revised edition book collection
#Revised edition... my first love from so long ago...#damn I miss older editions... I feel like I'm this close to homebrewing in proper Mortis into my V5 game#don't want this in the VtM tag#Banana rambles
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What do you mean there's a changeling, wraith, demon and mummy
homebrewed to v5 system... like... what
#vampire the masquerade#world of darkness#werewolf the apocalypse#changeling the dreaming#wraith the oblivion#demon the fallen#i just searched for news and found an entire set of them#like#wtf?
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Question about khanni and the cool lore implications:
Would her creation make her something of a revnant or dhampir? Do yall have a name for it in your homebrew games?
Further cool question? If im following the timeline correctly, shes created between 1990s-2000s- do u think any work got out that thinbloods were a key to make hybrids?
As you know, fan of your blurbos and in the process of making my own wod timeline with friends!
Ahhh what interesting questions....! So while we're still fully werkin' it all out ourselves, here's what @thesixthplaneteer and I say about the situation: From what we've been reading up, Kahanni is probably very close to a dhampir but without restrictions, according to book. Though because of V5 no longer having dhampir (yet?) she's probably closest to a Thinblood? But also not. She essentially is a living vampire who can bond, Embrace, make new disciplines if she desires... From what sixthplaneteer has conceptualized: Kahn is a Ushebti (SETITE MAGICCC) construct made of flesh, given life through necromancy and Thinblood alchemy. She was grown in her mother's womb from start to finish and was born... obviously a TON of magic and blood had to happen. She was born in 2000! (In the older lore a Garou was also born in 2000 kind of like this as well, so we call them Apocalypse Twins haha!) And no - unless there was a SIGNIFICANT breach in trust - this news was kept extremely on the downlow within Harrakhty's inner circle. Many see Kahn as the second coming of Set and they would not allow any rumors to discredit her. Setites are incredibly secretive as is with their goings-ons, so this hopefully wouldn't be an issue they dealt with. Nyth and Noa when doing this for them are probably the only outsiders who know what went down. After Kahn was born, Harri and Pari went on a very long "away from the temple" sabbatical, not unlike them, and twenty years later returned with a full grown woman. So many followers would not have watched Kahanni grow up. Kahn DOES have a soul as well, so as a Ushebti construct, even if you were to fully explain how she was born, she more than likely would not crumble like a normal construct. She's a person, they just used similar magics in the process! Also: Kahn is basically Harri's twin, pre-Embrace. She grows tall like him, she's muscular and confident. She has some of her mother's striking features but she is all Harri. Setite Magic was used to change his appearance back in the late 1800s, so the two do not seem as similar as they would be if he looked as he was first Embraced. Thank you for asking!! :0 I'm so curious as to what you have in mind. :3c Bonus sketch of the family together!
#long post#wilted roses#vampire the masquerade#vtm#kahn#kahanni#followers of set#droppin' that hot kahn lore!!!#setites#thesixthplaneteer#insatiablewit#answered asks#vtm oc#my art
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